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- Passive Skills: Passive skills are always active. As an action, a player can attempt to use a Passive Skill, then rolls. The player knows the result of the d20 and the DM may allow the
- player to replace their Passive Skill with the result.
- History - Humanoids, Gaints, Fey
- If a player's History skill modifier + 10 exceeds a Humanoid, Fey, or Giant monster's CR + 10, the player knows the monter's Maximum HP, AC and Proficiency Bonus
- Nature - Beasts, Plants, Monstrosities, Oozes
- If a player's Nature skill modifier + 10 exceeds a Beast, Monstrosity, Ooze, or Plant monster's CR + 10, the player knows the monter's Maximum HP, AC and Proficiency Bonus
- Religion - Celestials, Fiends, Undead, Elementals
- If a player's Religion skill modifier + 10 exceeds a Celestial, Elemental, Fiend, or Undead monster's CR + 10, the player knows the monter's Maximum HP, AC and Proficiency Bonus
- Arcana - Aberrations
- If a player's Arcana skill modifier + 10 exceeds an Abberation monster's CR + 10, the player knows the monter's Maximum HP, AC and Proficiency Bonus. Also, If a player's Arcana
- skill modifier + 10 exceeds a spell's level + 12, the player can know the name of the spell as that spell is being cast.
- Perception - Opposes Stealth and Traps
- If a player's Perception skill modifier + 10 meets or exceeeds the result of a monster's Stealth check, the player knows which space the monster occupies and the monster is not hidden.
- If a player's Perception skill modifier + 10 meets or exceeeds the DC of a trap, the player knows the basic mechanism of the trap and what action will cause it to activate.
- Insight - Opposes Deception
- If a player's Perception skill modifier + 10 meets or exceeeds the result of a monster's Deception check, the player knows that the monster is trying not to reveal information.
- Active Skills, Player Sees Roll, Player Sees Result: A player decides to use the skill, then rolls. The player knows the result of the d20 and knows whether the skill succeeded or not.
- Athletics - Grapple, Swimming, Climbing
- Acrobatics - Escaping Grapple, Balancing, Swinging
- Medicine - Curing Infernal Wounds, Curing Poisons, Stabilizing
- As an action, a player can attempt to use the Medicine skill. If the result of a player's Medicine skill check meets or exceeds the DC of an infernal wound or poison, the player
- may end the effect of that wound or poison.
- Survival - Detecting the Number and Types of Enemies
- If the result of a player's Survival skill check exceeds a monster's CR + 10, the player knows the size, number and direction of the monster. If the monster is large, the player
- receives a +5 bonus to the result of their skill check. If the monster is huge, the player receives a +10 bonus to the result of their skill check. If the monster is tiny, the player
- receives a -5 penalty to the result of their skill check.
- Sleight of Hand - Moving or Setting an object without disturbing its surroundings
- If the result of a player's Sleight of Hand skill check exceeds a monster's passive perception, the player is able to move or set an object without the monster knowing.
- If the result of a player's Sleight of Hand skill check exceeds the DC of a trap, the player is able to move or set an object an object within their reach without activating a trap.
- Active Skills, Player Sees Roll: A player decides to use the skill, then rolls. The player knows the result of the d20, but not whether the skill succeeded or not.
- Animal Handling
- If the result of a player's Animal Handling skill check exceeds a Beast monster's CR + 10, the monster does not treat the player as hostile. The effect ends if you or your companions
- do anything harmful to it.
- Intimidation
- If the result of a player's Intimidation skill check exceeds a Humanoid monster's CR + 10, the monster does not treat the player as hostile. The effect ends if you or your companions
- do anything harmful to it.
- Investigation
- If a player uses the investigation skill, they know the result of activating a mechanical trap. If the result of a player's Investigation skill check exceeds the DC of a trap, the trap
- cannot be activated until it is repaired.
- Deception
- If the result of a player's Deception skill check exceeds a monster's Passive Insight, the monster does not know whether or not the player is hiding information.
- Active Skills, GM Roll: A player decides to use the skill, then the GM rolls. The player does not know the result of the d20 or whether the skill succeeded or not.
- Performance
- If the result of a player's Performance skill check exceeds a monster's CHA modifier + 12, the monster finds the player's performance agreeable.
- If a player's Performance skill modifier + 10 meets or exceeds the rarity modifier of a magic item, the player may activate or attune the magic item without meeting all of the magic
- item's requirements. The rarity modifier of a magic item increases by +1 for each requirement to activate or attune the magic item.
- Persuasion
- If the result of a player's Persuasion skill check exceeds a monster's CHA modifier + 12, the monster finds the player's persuasion agreeable.
- If a player's Persuation skill modifier + 10 meets or exceeds a monster's CHA modifier + 12 and the monster is the same type as the player, the monster does not treat the player as hostile.
- A player receives a -1 penalty to their Persuasion skill modifier for each level of alignment difference between the player and the monster.
- Stealth
- If the result of a player's Stealth skill check exceeds a monster's passive perception, the monster does not know the space the player occupies and the player is hidden.
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